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Messages - itisnotlogical

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6781
General Discussion / Re: How's your generation doing?
« on: December 21, 2012, 10:52:23 pm »
I don't know about this Generation ABCDEFG thing we've got going on, but I'm counting from 1992-1999, myself being born in '96.

God, we're fucked.

Why is bacon such a universally funny in-joke between anybody who ever existed? Why do Fred and Annoying Orange have their own hit TV shows? Why does a no-thought, no-effort pop song from Korea approach have more than 1,000,000,000 views on Youtube?

6782
General Discussion / Re: The Morality of Killing
« on: December 21, 2012, 10:27:31 pm »
Are they actively attempting to kill you or anybody else? Yes, you have the right to act with lethal force to protect yourself and others. If they attempt murder, they take their life in to their own hands.

6783
Creative Projects / Re: Have we any Python users here?
« on: December 21, 2012, 07:32:06 pm »
Ah, that's a neat idea, sethcreiyd. I have a "player" class that I largely use for combat:

Spoiler: player class (click to show/hide)

... which is based on the Microlite20 rules. None of the non-combat attributes like self.comm (Communication, in-game) and self.subt (Subterfuge) are implemented yet.

Your classes look a lot more compact than mine, definitely. That comes with experience I imagine, since this is my first real-deal game.

The way the game is currently set up, combat is almost completely independent of the room itself, calling a seperate combat module based on a random check every time you move in to a new room.

Spoiler: new fulltest.py (click to show/hide)

I have to reset enemyroll at the end of every if-block because it wouldn't reset when it normally should, for some reason.

I have a complete test including both combat and movement, if anybody would like to see. The full source code is in the "library" folder.

6784
Creative Projects / Re: Have we any Python users here?
« on: December 21, 2012, 04:25:10 pm »
Ah, I see! Thanks very much, sometimes it's the obvious things I need help with :P

6785
Creative Projects / Have we any Python users here?
« on: December 20, 2012, 11:54:55 pm »
So, I've been fascinated with Python for a while. About a week or so ago I got a sudden burst of inspiration and started making a text-based RPG engine, using newfound knowledge from a few excellent tutorials. However, I'm having a bit of a problem with the room handler module that I wrote.

Spoiler: Example (click to show/hide)

As you can see, even though I should return to the first room after typing "go s", I'm staying in the second room. As far as I can tell, my command interpreter works fine and there is no fault in the test setup itself. Thus, the problem is probably in my roomhandler.py module. The module itself is clunky and probably larger than it needs to be, but AFAIK it should work as written. I've tried the debugger, but it provides no usable information. Help?

Spoiler: fulltest.py (click to show/hide)
Spoiler: interpreter.py (click to show/hide)
Spoiler: roomhandler.py (click to show/hide)

6786
Other Games / Re: tabletop RPG --> CRPG
« on: December 19, 2012, 08:30:35 pm »
Of all the CRPGs I've played, Dwarf Fortress Adventure Mode feels the most like tabletop RPGs that I have played in the past. I think this has to do with DF's design, in a broad sort of way.

Every development in a DF adventure emerges naturally as a consequence of gameplay. Rather than your companion dying Because The Script Says So, your companions often die of the same things that kill you: fire, suffocation, bleeding, etc. which is often how it works in tabletop RPGs.

For a narrative example, say you and your mates Joe and Mac are raiding the evil wizard Billy's tower. They are almost at Billy's throne room, but Joe takes a sword in the gut. You can save his life if you rush him to town right away, but Billy might flee before you can launch another attack (because that's what Billy is programmed to do, not Because The Script Says So). Since gameplay in an RPG never really stops, it doesn't make sense to have elaborate story-centric cutscenes in a game that means to replicate a tabletop RPG.

For when you need to tell the story, I can't think of any better than Knights of the Old Republic's dialogue system. You get a wide range of choices, and also the opportunity to use skill checks to influence a conversation.

6787
Other Games / Re: How did you last die?
« on: December 19, 2012, 07:48:57 pm »
Necrons are pretty much walking tanks. Hooray for having all my guardsmen panic because their flashlights can't even dent the blasted things, even when outnumbering them 3:1.

Spoiler (click to show/hide)

Good game. Broken right down the middle. I know this is a crap solution, but get mods. Mods make it so much better, I personally like DoWpro, but whatever.

I didn't find vanilla DoW or Winter Assault to be very broken, but Dark Crusade? Damn that game has issues. Necrons can annihilate a well-established base with their first attack, and the Eldar can pump a nonstop stream of bullshit units like Harlequins and that walker unit.

6788
Other Games / Re: How did you last die?
« on: December 17, 2012, 09:33:07 pm »
The stupid gravity boss in Area C. Time to play something insultingly easy for a few months while I'm irritated at Shatterhand...

6789
Other Games / Re: How did you last die?
« on: December 16, 2012, 11:13:25 pm »
After an intense shootout with the green gangsters (don't recall their name), I had finally secured the area, killing only one civillian. I think I'll go across the streSPLAT.

Spoiler (click to show/hide)

6790
Other Games / Re: Games you like but cannot play for beans!
« on: December 15, 2012, 04:13:36 am »
Shatterhand on the NES. Good graphics, good music, I can't beat any of the levels after the prelude mission.

6791
Other Games / Re: How did you last die?
« on: December 15, 2012, 04:10:39 am »
Trying out a handful of used games I picked up, I found that Shatterhand may be the best platformer/beat-em-up I've ever seen. Also, the tall mutants in the sewer level are tough as BALLS. They must have killed me six times by now.

6792
Other Games / Re: How did you last *own*?
« on: December 15, 2012, 01:36:17 am »
Wrong thread D:

6793
Other Games / Re: How did you last die?
« on: December 14, 2012, 12:27:38 am »
Ganondorf from Wind Waker. Coolest boss fight in Zelda that I've seen. Probably the hardest one I've ever played, too.

Legend of Zelda: Wind Waker, obvs
Really? Harder than Puppet Ganon?

Puppet Ganon wasn't so hard once I got his pattern down, although he's pretty cool too :P Ganondorf just moved way too fast for me.

6794
Other Games / Re: How did you last die?
« on: December 13, 2012, 07:39:34 pm »
Ganondorf from Wind Waker. Coolest boss fight in Zelda that I've seen. Probably the hardest one I've ever played, too.

Legend of Zelda: Wind Waker, obvs

6795
Other Games / Review games you've recently beaten [Spoilers possible]
« on: December 12, 2012, 11:51:46 pm »
Simple enough, title says it all.

The Wind Waker took Zelda in a new direction. I was pretty optimistic, since I played through Spirit Tracks and loved every second of it. Unfortunately, WW was more... meh.

It's definitely not a bad game by any means. It looks nice, there's some intense action and cool puzzle solving, as well as tons of side quests. But unfortunately, all the good Zelda mechanics feel weighed down by the sailing.

I find sailing to be the most boring, clunky, unappealing feature I've seen in a Zelda game to date. While the boat is cool, after a while I found the long travel time grating on me. In the early stages, I could put the controller down for minutes at a time with no ill consequence. But the combat is even worse. To use your cannon, you must completely stop your ship, often from top speed. Then you must aim your cannon without the assistance of L-targeting, keeping in mind a single shot can knock you off your boat and back to square one.

This is fine for slow-moving foes like pirate ships, but often you have to fight incredibly fast enemies that stay out of your bow's range. You are essentially stun-locked trying to get back on your boat and aim the bloody cannon. And once the battle is over, it still takes unreasonably long times to get where you're going. The fast-travel song is easily the most useful in the game.

I would call this nitpicking, but sailing is essential through the entire game.

However, the rest of the game is typical Zelda quality. It's really a shame that the sailing drags the game down so much, because some of the dungeons are cool and the boss fights are incredibly tense.

Unfortunately, this game falls prey to all the stereotypes: there's the fire level, the forest level (two of them), the fortress level, the lava level, etc. Every item you collect is recycled from a previous Zelda game, except for the grappling hook and titular instrument. But even the grappling hook should have been combined with the hookshot.

But this is really nitpicking, especially for a Nintendo game and doubly so for a Zelda game. It's still fun, just not as fun as some others I can name. The pirate theme is kind of cool at times, and I love every music track from the game. It's just a shame that the sailing was so phoned in, because with more work that could have made an okay game truly shine.

Spoiler (click to show/hide)

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